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RoyBatty

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Everything posted by RoyBatty

  1. A bit of background first, I've read all the threads here about AI and MO for both Oblivion and Fallout 3/NV and tried all the methods. I deleted my ini's, and recreated them through steam. All my tweaks are done through MO. I took my old install which I don't want to reinstall because reasons, and made it it's own mod in MO with it's own profile. This install works perfectly fine outside of MO. I do have 2 other basic profiles setup for modding and testing with vanilla that don't have any issues as far as I can tell. That said. Some textures don't work and some do which is very very strange, with either MO's AI, or using Quarn's or FOMM's AI method. I also tried the ArchiveInvalidated.txt generator which worked the best of the bunch, but I had purple textures sometimes (bodies, hands, loading screens, random). When it partially works it's very odd that rock textures and landscape will work, but the rock skirt texture will not even though they are in the same directory and BSA. I'm starting to think this is just a bug in MO. It didn't matter if BSA management was on or off (I left it off after trying both), and all BSA's were checked. In the instance of MO's AI, it was at the top of the list. I've also tried back dating all the bsa's with Better File Attributes and forward dating all the loose files/folders. I've never had a problem with Skyrim, so I'm at a loss as to what to do.
  2. A note for others trying to get this to work, the _tmpdir="$PATH" variable must be the very first one after tes4ll in the batch file.
  3. I guess I can explain this, it's because drivers apply the profiles to the detected running exe's. If the name isn't in the profile, it won't apply the correct settings or optimizations.
  4. Ah OK I didn't know how that worked. So I generated again after removing everything and redownloading plus putting the new scripts in the package by hand and I'm not getting the error anymore. I think I've got the issue solved now, Trees HD had 3 meshes interfering, plus I needed to place the vanilla LOD's before Vurts and Verdant. Thanks for your help. :) :EDIT: Finally figured it out, the LOD billboards for SFO are out of date, vurt made an update in june which changed the Fir trees and the billboards are from May. Is there a video tutorial on how to make billboards?
  5. OK getting somewhere now. Checked overwrite folder again, nothing there. It appears that the scripts and not getting created or are missing?
  6. I'm not entirely sure what could be wrong, the instructions are clear and easy to follow. I took a screenshot of MO, if you could tell me what I've done wrong I would greatly appreciate it. The generated files are ~ 1.6GB uncompressed and 646MB when 7zip'd. [spoiler=MO Screenshot]
  7. Everything is up to date and installed as per instructions. I'm still getting the DynDOLOD_Tamriel_Objects.json does not belong error, and the tree's are still the wrong ones in places. Everything else appears to be working including skymills and skyfalls LOD (esp disabled). MCM registers the menu, but DynDOLOD never activates. I think part of the problem might be LODGen doesn't work correctly when things like SLEEP overrides tree records as it looks like only some of the tree's are out of place or wrong type but not all of them, it has this problem with New Vegas also when the index is not the same as the plugin the edit is in. I'm using the vanilla LOD pack from Nico coiN from AFK Mods, followed by the Vurts SFO 2.3 billboard pack. Papyrus scripts are up to date as this is a fresh install not even a week old. Is there an easy way to regenerate the billboards or do I have to do that manually with the billboard maker and nifskope? I think I might just uninstall Vurts and use the vanilla tree's at this point.
  8. Some of the tree's are cut off and others are just the wrong ones. I have the billboards last in the left past just before the DynDOLOD assets. I re-installed them to make sure. I seemed to have missed the functions.pas file, I installed it now. I'll disable and delete everything, wait 10 days and try again.
  9. I have a question, zilav told me that LODGen has issues with bsa reading in MO with bsa management on, do I need to disable that when generating LOD? Everything seems to work great if I do that except I'm having an issue with Tree LOD and Vurts SFO 2.3, I have installed the billboards for it and they have priority but I am getting incorrect treelod. Also I am getting the error about the json not matching the dyndolod esp, I for sure have the latest scripts as it says to use in the FAQ. I don't know how to solve this issue and if that is why my treelod is broken.
  10. Some notes from my experimentation with this guide. There is assumed knowledge of how to use Wrye Bash, a small guide with the basics of installing mods with it would be cool. Archiving the Data folder, adding it as a project, and then deleting the plugins and bsa's in the project doesn't make a lot of sense. Should it be the installation folder? Enhanced Camera is completely incompatible with OR, it breaks the field of view (popping grass and weird shadow flickering) and also messes with the weapon drawing/sheathing animation (it delays the camera tilting) and breaks the AO. iPreloadSizeLimit setting is a placebo as noted by Queued and quoted in the FNL forum, it is for the bink video buffer and is wasting memory better used for other things. https://forum.step-project.com/topic/5279-fl-ini-tweaks/ Pluggy is required by a couple of the mods in the guide and is missing from the OBSE plugins section. The wizard for The Imperial Ecology is now outdated and cannot be used to install the mod. :EDIT: ^ This was actually another issue with assumed knowledge, I didn't realize there was a "wizard" option in Wrye Bash. I would suggest adding NVAC https://www.nexusmods.com/newvegas/mods/53635 , put the plugin in OBSE/Plugins , it has basic exception handling support for Oblivion, Fallout 3 and Skyrim too. I would also suggest adding shademe.
  11. Wow did I offend you or something? I am merging things your script couldn't possibly do. Unless of course it has smart heuristics for merging scripts and xEdit gets a script compiler or you make one yourself. Automated scripts don't handle collisions very well either. I just asked for advice on how to make stuff for my own needs, not to have you go all ego butt hurt on me. I've merged very complicated mods like EVE for FO3 and EVE for FNV together flawlessly. That's a lot more difficult than merging two completely unrelated mods together. :P
  12. OK I'll send you a message. I actually don't use the tool, it's more to fix stuff that keeps popping up on our forum that other users have.
  13. Should I send you a private message then?
  14. You should be using FNVEdit with TTW itself, not FO3Edit. If you are converting plugins you also need the New Vegas GECK in order to update the plugin version. I have created a basic conversion video here https://www.youtube.com/watch?v=EIF-PxlpF08 Do NOT use 3.0.32 with TaleOfTwoWastelands, it WILL break it. You need the current 3.0.33 beta of xEdit. Do NOT clean the master files for either Fallout 3 or New Vegas, if you do so it WILL break TaleOfTwoWastelands. What is the explaination for that? It's simple, Broken Steel has bugs in it and it changes records. These aren't detected as Dirty Edits (When in fact this is a REAL dirty edit), another plugin (like TTW, or Point Lookout) will correct this bug further down the load order which IS detected as a Dirty edit being an ITM record to Fallout3.esm. Removing them will leave the BROKEN record in Broken Steel as the winner. Somewhere along the line someone decided that ITM's are dirty edits when they are not, they are ITM's. I won't go into what a dirty edit actually is here as there is no way to automatically detect and remove them. I can make a separate topic explaining these elsewhere. Some basic stuff you need to know about mod converting: When converting FO3 mods it is often necessary to look at the original mod in FO3Edit to resolve issues that the script cannot process manually, after the conversion process. FOSE also has a few functions not present in NVSE and this can cause an issue. There are great many other things which FO3 has (like certain challenges, or stats) that New Vegas does not have and any scripts with these will need to be repaired. Fallout 3 has a different system of music/sound than New Vegas does, you may need to replace the music entries in some mods with audio markers on the map. New Vegas has an updated version of Havok, and badly weighted models that work fine Fallout 3 will crash New Vegas, or work improperly. There is no .32 ammo/weapons nor are there "shotgun shells" in New Vegas. There is no "Big Guns" skill or books, this has been replaced in New Vegas with Survival. It's GREAT to see people becoming more interested in TTW and STEP guides in the works for it. If you have ANY questions about TTW or need help or advice in any way, feel free to post on our forum, or to contact me here. :)
  15. Where can a person report load ordering problems which pertain to TTW? Discussion of any kind will result in an instant ban on the Beth forums.
  16. Thanks for all your help and advice Mator. I will study the source of the script from zilav and try to get my head around pascal. It seems sort of like the ancient microsoft basic in some regards, but is much more modern in other respects. I always had issues with abstracts and languages that use them, but I can work through it given time. Hopefully you won't mind if I bother a bit here on the forum for help if I need it. I won't learn anything if you to do it for me ;) However I'll see if I can come up with a set of plugins and patches that don't require TOO many other ones, so that can be added to merge plugins script. It might be better if I give you something that is purely related to what I am doing, it will keep the amount of plugins down to just a couple. I can contact you via private message if that's allright with you. I prefer to merge things myself by hand (no offense) as it often leads me to bugs in the plugins and more understanding of the records and data structure.
  17. Yep I know, I am constantly testing the new xEdit and reporting bugs ;) I posted that because most people are still using the .32 release version which doesn't have that fix.
  18. After talking with Zilav a bit, I've decided to try and start making some of my own scripts for things I need. As much as pascal/delphi's syntax makes my brain hurt I'm going to give it an honest go anyways as I haven't got much choice. I have this bookmarked but he told me it's out of date https://ck.uesp.net/wiki/TES5Edit_Scripting_Functions Is there a newer function reference somewhere? The main thing I want to do is batch change formid's like the built in right click menu functions does, but have it propogate to all of the refs in the plugins which are loaded that have the same id's. That way when I'm merging things I can update ALL the patches or modules at the same time. More than one of us is working on A World of Pain, when we add new things and need to update several patches and merge them too it becomes a giant nightmare to manage. :D A side bonus is that authors wishing to merge their modulars into one plugin and update all the compatibility patches they have could use it too. That would go for people in this project too wanting to merge plugins, I think it would be QUITE useful to have such a script. I just need some help on it as I know it's not going to be easy since I've never made any xEdit script that worked. Thanks for any help on this subject.
  19. This is an issue with NVSR, among many in the versions since 4.1.3.0
  20. 5.3 + 5.31 hotfix are available, as well as an updated version of AWOP for Dead Money with two new areas by Dj Mystro himself. Balance and Cleanup is no longer needed (and it's incompatible now), most of that and much much more are already fixed in the main file. Patches for many mods are included, also new ones for Russell and Freeside Open. All dirty edits are removed. DO NOT UDR the tree or you will get a CTD. I keep my mods clean so you don't have to. Over 1000 fixes and a couple hundred hours of work have gone into these. There is a change log on the nexus page. DO NOT UDR in the hotfix patch or you will get the tornado of doom in a couple cells. This will be integrated properly into the next release. Enjoy!
  21. LOD can be difficult and time consuming to generate. Also you must have the needed textures and meshes. For certain types of LOD you need low poly meshes, and they aren't distributed with the game. The world space (land) load can take weeks to generate, and really it needs to be done because NV's landscape was edited for DLC's and other stuff after they made the initial LOD. You also have to convert all the needed textures to TGA and put them in the correct folders. I've looked into it myself and it's a huge undertaking... There is a guide here https://www.truancyfactory.com/tutorials/fallout3/fallout_lod.html Chucksteel has also made a LOD resource available on the nexus.
  22. It's OK to do WITH permission. But there is no permission asked, just do whatever they want because they feel like it with complete disregard of the authors wishes. That's just disrespectful at the least... Your reasoning is flawed in this regard. This isn't a throwing the baby out with the bath water type of thing, it's very specific. That site is blacklisted by the Nexus, TTW, and even other sites with questionable materials. They don't care what they use or who or where from. It also doesn't matter who hosts the files either, that's got nothing to do with it at all. Anyways I didn't come over here to start a war about it. I wanted people to be informed is all.
  23. GECK experience doesn't have to be much, you don't need to make quests or anything, just be able to add audio markers (the audio system is different in NV) and recompile scripts and fix any errors that may arise. GECK PU for Fallout 3 GECK hasn't got the script error checking, so often times mods scripts were always broken and need to be fixed. Other than that it's mostly just loading into GECK and then saving again to update the plugin version and some of the records to be in line with the new version. For quest mods, it's a good idea to add stuff to them to support Hardcore mode so you don't die and things like that. Also to add hardcore stats to food items and the like. It depends on entirely on each mod of course. If a mod has custom climates these can be a pain, I can help with them. Most of the work is done in xEdit, replacing books, merging form lists, carrying over changes made by TTW, that type of thing. Oh yes DarN should be compatible with anything, I made a post in the thread for the few things it is not compatible with. I use a great many mods which alter HUD elements and I would be rather annoyed if they no longer functioned. :D It may be a bit touchy with oHud, but that will all be hooked up anyways as I've been making regular updates to it. Once I get a framework together for moving the elements around, setting hotkeys, and scripting the element fading it will be quite complete. There are already other elements hooked up which oHud does not have. I've also been trying to get alternate texatlas stuff to work, so you can have F3 or NV style brackets as I prefer the F3 style myself.
  24. I looked at some of his stuff, the robots are just resized in photoshop with some noise applied and also a few cut/paste sections of textures from various sources. The nif's have edited paths, and the Interiors stuff is definitely used without Chuck's permission. Not sure on the NMC stuff really, just look like modified normal's to me which you can do yourself in photoshop in a few minutes. I'm not criticizing the quality of whatever it is he's doing, but he is using some peoples assets without their permission, and that is not cool. The vanilla stuff can be modified without a problem, it's the custom assets that should not be used or modified without the permission of the author. Stuff like this REALLY makes Chuck mad, and it would be a shame if he stopped modding because of people doing things like this. He's already been mad enough at that place about TTW, as have the rest of us.
  25. I'm trying to get everything up to date and "final" to make something like this easier for everyone. But I maintain a lot of things so it's hard for me to find the time I need to do EVERYTHING. Thankfully some people are starting to step up and do some things like darthbdaman and others. If any of you are experienced modders and want to do PROPER clean conversions of mods for TTW, I would very much welcome you! I can help anyone interested that has experience with FNVEdit and GECK to get through the various snafu's that arise from converting. I can take the time convert certain mods as long as they are in their final form and the author isn't going to update them anymore, and they can also be contacted for permission. As for DarN, the xml is very complicated and there is little documentation on it so I've mostly been fumbling around in the dark (where are you DarN?!). I'm working on getting it completed, almost all of the aHud/iHud stuff was already in DarN but not scripted, as well as MUCH more things. It will all be hooked up over time. A side note is that it no longer requires TTW, it will work with Vanilla NV too. If you guys need help with things, don't hesistate to come over there and ask. Most of us are too glad to help with any issues you have as long you don't want us to hold your hand. ;)
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